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After realizing the full extent of the power curve that occurred in X/Y, I think there should be multiple nerfs to what I think are the major causes:

Mega Lucario: Change ability to Techniccian. That way it gets very powerful priority and utility moves but yet not broken like it is with Adaptability.

Mega Mawile: Change ability to Hustle. Since Huge Power made it very OP, I figured that I should find a way to give it that boost but in a more limited way otherwise it would be useless.

Mega Gengar: Change ability to Infiltrator. Shadow Tag is a huge no. Mega Gengar will still be threatening, but much more balanced.

Aeraliate, Pixilate and Refrigerate: Drop the power boost. Since everything that gets them get STAB on their respective type changes, I think this is acceptable. Maybe this will nerf Mega Salamence to the point of being tolerable in OU.

Tough Claws: Nerf to 20% bonus in power, not 33%. For something this broad, Tough Claws grants too much of a boost. Mega-Zard X should become less threatening now.

Protean: Make the user's type change after the attack is made instead of beforehand. Nerf Greninja while keeping Keckleon the way that it is.

Parental Bond: Drop the power of the second hit to 25% and does not activate any effects. Mega Kangashan should be tolerable now.

So heres some ideas for starters- I don't have names for them yet but I have designs and ideas for all of them- Spoiler:- Water:

Evolves at- Start
Height- 1'7"
Weight- 15 lbs
Species-Otter Pokemon
Type-Water
Ability-Torrent, Insomnia(Hidden)
BST- 315
HP-66
Atk-48
Def-54
Sp.Atk-52
Sp.Def-55
Spd-40
Although very timid, Pokemon will often approach and heal travelers exploring its territory, but only if they sense they are in danger.

Evolves at- Level 16
Height- 3'2"
Weight- 98 lbs
Species-Mystic Pokemon
Type- Water/Ghost
Ability- Torrent, Insomnia(Hidden)
BST- 410
HP-81
Atk-58
Def-70
Sp.Atk-79
Sp.Def-77
Spd-45
Pokemon is often used by doctors in hospitals due to the fact that when in the presence of someone who is approaching death, the stone on its forehead will glow brightly.

Evolves at- Level 37
Height- 5'3"
Weight- 216 lbs
Species- Sacred Waters Pokemon
Type- Water/Ghost
Ability- Torrent, Insomnia(Hidden)
BST- 531
HP-93
Atk-72
Def- 103
Sp.Atk-97
Sp.Def-112
Spd-54
It is rumored that by drinking even a drop of the water from the orb in Pokemon's tail, one will be granted eternal life, or be sent to live in eternal suffering.

Spoiler:- Grass:

Evolves at- Start
Height- 1' 3"
Weight- 6 lbs
Species- Nymph Pokemon
Type- Grass
Ability- Overgrow, Chlorophyll(Hidden)
BST- 311
Hp-51
Atk-67
Def-49
Sp.Atk-32
Sp.Def-51
Spd-61
They grow up in large colonies in the tops of trees where no enemies can get to them. If they feel threatened they use the long leaflike fur growing from their backs to cover their bodies and hide in the leaves of trees.

Evolved at- Level 16
Height- 2'3"
Weight- 16.3 lbs
Species- Photosynthesis Pokemon
Type- Grass
Ability- Overgrow, Chloroplyll(Hidden)
BST-408
HP-68
Atk-79
Def-71
Sp.Atk-45
Sp.Def-80
Spd-65
In preparation for its final form, the leaflike growths from its back cover its entire body save its mouth and nose. Due to its limited interaction with its surroundings, many of them do not live enough to fully grow.

Evolves at- Level 36
Height- 3'11"
Weight- 49 lbs
Species- Leaf Pokemon
Type- Grass/Flying
Ability-Overgrow, Tinted Lens(Hidden, Male) Flytrap(Hidden, Female(Does damage to attacker when hit by a flying type move)
BST- 530
(Female)
HP-81
Atk-135
Def-72
Sp.Atk-51
Sp.Def-86
Spd-105
(Male)
HP-81
Atk-102
Def-89
Sp.Atk-51
Sp.Def-95
Spd-112
The female raises her young in the large leafy growth from her back. If any of them spot danger, they shoot leaves out of their back at extremely high speeds. These leaves have the ability to cut through metal.

Spoiler:- Fire:

Evolves at- Start
Height- 2'1"
Weight- 34 lbs
Species- Crown Pokemon
Type- Fire
Ability- Blaze, Technician(Hidden)
BST- 310
Hp-44
Atk-61
Def-50
Sp.Atk-60
Sp.Def-46
Spd-49
A large group of them are born together high up in the mountains. Only the toughest and most determined will make it down, however.

Evolves at- Level 16
Height- 4'11"
Weight- 121 lbs
Species- Hotheaded Pokemon
Type- Fire
Ability- Blaze, Technician(Hidden)
BST- 414
Hp- 60
Atk-76
Def-68
Sp.Atk-73
Sp.Def-66
Spd-71
They are extremely arrogant and will not engage in any others of their own kind. Each one seeks out the rarest gemstones for its prized crown in its head.

Evolves at- Level 36
Height- 6'7"
Weight- 180 lbs
Species- Guardian Pokemon
Type- Fire/Steel
Ability- Blaze, Technician(Hidden)
BST-528
Hp-70
Atk-112
Def-85
Sp.Atk-97
Sp.Def-79
Spd-85
They are known to claim an entire volcano as their own and sweep it completely of any rare gems or ores. Afterwards, they store them in a secret stash. Nobody who discovered ones secret stash has lived to tell how much they can collect.

Which starter would you pick? Any different abilities or base stats? What move sets would you think suit these guys? Be sure to give feedback!

I'm come up with various abilities over the years, and I thought I'd share the ones I can remember. lol

Red Eye - Gives the Pokémon full accuracy at night.Explanation: This ability gives the pokemon complete and total accuracy at night, in caves, and in dark environments. The accuracy of a pokemon with this ability cannot be lowered while the ability is active. Sunny Day nullifies this ability.Side Note: I created this ability to coincide with a move I created called Shadow Realm, which creates an environment of darkness that lowers the accuracy of all pokemon by 10%.

Range Cover - Boosts the power of moves that hit multiple Pokémon.Explanation: This ability boosts the power of any move that hits more than one pokemon, in any sense. This includes moves that cause recoil and moves and inflict partial damage to other pokemon, such as Flame Burst. This ability only works when the move actually hits multiple targets. This means moves like Surf will not get a boost during single battles.

Drainage - Restores HP from super effective STAB moves.Explanation: This ability allows the pokemon with it to restore its HP with 1/4 of damage done to the opponent when using a STAB move that deals super effective damage. When hitting multiple targets, the total damage is calculated prior to HP restoration. This ability is typical for Poison, Grass, and Psychic-type pokemon.

Precognition - The Pokémon is immune to multi-turn moves.Explanation: This ability grants the pokemon immunity to any move that requires more than one turn to take effect. This includes attacks moves such as Solar Beam and Bide, as well as status moves such as Yawn. Multi-turn moves that do not have a target, such as Geomancy, are not affected by this ability.

Sleepwalk - Boosts attack stats while asleep.Explanation: This ability boosts the Attack and Special Attack of the pokemon while it is asleep. While the ability is active, it cannot be suppressed or changed.Side Note: I created this ability to coincide with other moves I've created, such as Concussion, a high-power physical move that knocks the user into a deep sleep, and Dream State, s status move that creates an environment allowing all sleeping pokemon to attack normally.

Void - The Pokémon is immune to Ghost and Dark-type moves.Explanation: Self-explanatory. This is a standard immunity ability. It is typical for legendaries and mega evolutions.

Handless - The Pokémon's physical moves do special damage.Explanation: This ability redirects all physical moves to target the opponent's Special Defense. Counter, Mirror Coat, Mirror Move, and Metronome are not affected by this ability. This ability cannot be suppressed or changed.

Concrete - The Pokémon's special moves do physical damage.Explanation: This ability redirects all special moves to target the opponent's Defense. Counter, Mirror Coat, Mirror Move, and Metronome are not affected by this ability. This ability cannot be suppressed or changed.

Flaming Hands - Any Fire-type move may cause a Burn.Explanation: This ability adds the secondary effect of Burn to all Fire-type moves used by the pokemon. It also increases the likelihood of inducing a Burn to 50%.

Narcolepsy - Contact with this Pokémon may cause Sleep.Explanation: Self-explanatory. This is a typical status-inducing ability.

Self-Aware - The Pokémon cannot hurt itself.Explanation: The ability prevents the pokemon from hurting itself in any way. Any move that causes recoil loses its secondary effect. This ability also prevents the pokemon from being confused.

Attentive - The Pokémon cannot hurt its allies.Explanation: This ability prevents the pokemon from hurting an ally in any way. Moves such as Surf and Earthquake will only affect opponents.

Flurry - The Pokémon causes it to snow in battle.Explanation: This ability causes the pokemon to summon snow when it is placed into battle. The snow lasts until the pokemon faints or two turns after it is switched out.Side Note: I created this ability along with the move Snow, which summons a snowfall that boosts the power of Ice-type moves.

Memory Bank - The Pokémon may store an opponent's move.Explanation: This ability allows the pokemon to randomly "store" an opponent's move, granting the pokemon immunity to it. The immunity is removed when the battle ends.

Endurance - The Pokémon will become immune to a move it is repeatedly hit with.Explanation: This ability grants the pokemon immunity to any move that is used on it three times within five turns from the first time that move is used. Moves that hit multiple times in a single turn, such as Pin Missile, become ineffective immediately following its first use.

Energy Vault - The Pokémon's Special Attack cannot be lowered.Explanation: Self-explanatory. This is a typical anti-stat reduction ability.

Lightspeed - The Pokémon's Speed cannot be lowered.Explanation: Self-explanatory. This is a typical anti-stat reduction ability.

Intangible - The Pokémon is immune to physical moves.Explanation: This ability grants the pokemon immunity to any move that targets its Defense. This includes moves that redirect stat targeting, such as Psyshock. In addition, the Special Defense of a pokemon with this ability cannot be lowered. This ability is typical for mega evolutions.

Stability - The Pokémon is immune to special moves.Explanation: This ability grants the pokemon immunity to any move that targets its Special Defense. In addition, the Defense of a pokemon with this ability cannot be lowered. This ability is typical for mega evolutions.

Rejuvenation - The Pokémon's HP is fully restored every ten turns.Explanation: This ability completely restores the pokemon's HP every ten turns, starting from the turn it is placed into battle. Being poisoned or burned does not nullify the ability, but the status remains after the ability takes effect. This ability is typical for mega evolutions.

Natural Reflex - The Pokémon induces recoil if hit with a super effective move.Explanation: This ability forces a recoil on the opponent. If the opponent hits a pokemon with this ability with a super effective move, the move automatically recoils, hitting the opponent with 1/8 of the damage inflicted.

No-Fly Zone - The Pokémon is immune to Flying-type moves.Explanation: Self-explanatory. This is a typical immunity ability.

Tense - The Pokémon cannot be immobilized.Explanation: This ability prevents the pokemon from being immobilized in any way. The pokemon cannot be frozen, infatuated, or put to sleep. A pokemon with this ability can still be paralyzed, but full paralysis will never ensue.

Heat Skin - The Pokémon is immune to Water-type moves.Explanation: Self-explanatory. This is a typical immunity ability.

Shadow Game - Boosts Evasion at night.Explanation: This ability boosts the pokemon's evasion a night, in caves, and in other dark environments. In addition, the evasion of a pokemon with this ability cannot be lowered while the ability is active.

I've decided to make my own generation of Pokemon, so I'll start with the starters.

Spoiler:- Grass Types:

#001/#722 Armatwig (Armadillo + Twig)

The Grass Armadillo Pokemon

Height: 2'00
Weight: 11.8 lbs

Type: Grass

Stats:
HP: 59
Atk: 55
Def: 65
SpA: 50
SpD: 60
Spe: 25
Total: 314

Version A Pokedex:
Armatwigs are always careful that their light, fragile shell doesn't get hurt. As they grow up, more grass and twigs grow on them.

Version B Pokedex:
Armatwigs are known to be shy around humans. If their shell gets broken, their skin changes to a darker green.

Appearance:
Armatwigs have long noses, green skin, and a few twigs and pieces of grass around their body. Their normal colour is light green, and their shiny colour is turquoise. They often sit on their tails, but when they walk, they're on all-fours. They have a shell on their back, which the can curl into.

#002/723 Branodilla (Branch + Armadillo)

The Tree Armadillo Pokemon

Height: 3'11
Weight: 77.3 lbs

Stats:
HP: 70
Atk: 80
Def: 85
SpA: 65
SpD: 70
Spe: 35
Total: 405

Version A Pokedex Entry:
Despite their aggressive look, Branodillas are quiet and gentle. However, when attacked, they roll viciously at the attacker.

Version B Pokedex Entry:
Branodillas can often be found eating grass. They often sleep in their shells.

Appearance:
Branodillas have a lot of grass and twigs on them, and they have a tree trunk at the front of their bodies. Their normal colour is green, and their shiny colour is blue. Their shell's become twice as large, and they've got some mud on their legs.

#003/724 Arocksaur (Armadillo + Rock + Dinosaur)

The Rock Armadillo Pokemon

Type: Grass/Rock

Height: 6'03
Weight: 256.4 lbs.

Stats:
HP: 105
Atk: 105
Def: 105
SpA: 80
SpD: 80
Spe: 55
Total: 530

Pokedex Entry Version A:
After evolving, Arocksaurs often stray from their pack. They allow their young to eat the grass on their backs.

Pokedex Entry Version B:
Arocksaurs live in grassy areas or mountains. As they grow stronger, the rocks on their backs grow bigger.

Appearance:
Arocksaurs are covered in grass and mud, and also have three rocks on their shell, and one on their head. Their shell covers the majority of their body, and their head's shaped like a hammer. Their normal colour's green, and their shiny colour is dark blue.

(I'll leave this here. Later on, I'll do all three's movepool.)

I'll update with the rest of the starters later.

Last edited by toad878; 19th January 2015 at 8:13 AM.

This is Turtwig, he was the most under appreciated starter in Diamond & Pearl. If you picked Turtwig as your starter, put this in your sig. Started by Dax-360

This pokemon would have an unremakrable level-up moveset but it's strength would be in the ability to pass on unnusual egg moves in the same way tyrogue does.
An example would be it could learn flamethrower as an egg move and then evolve into a pansage or a panpour knowing that move that would otherwise be impossible even by tm. Plus it would just make sense given how the have a clear relation with the names but are as of yet are still different lines.

Mega Shedinja is based on the Greek mythology of cicadas being guiding spirits of the Muses. In addition, these cicadas are stated to neither need sleep nor nourishment, and therefore Mega Shedinja has no defenses, but a highly boosted Attack, Special Attack, and Speed.

I've posted most of these on another site in the past, but I figured I could post them here, too. Ideas for new moves - in this case, all physical moves (EDIT: I've edited in Special moves, too). I'll post other types of moves later.

Format is as follows:

Name (official type - asterisk if type changes depending on context)
Power/Accuracy/PP/EffectChance (if no special effect, will just say Power/Accuracy/PP)
Description In Game
* Further discussion

Spoiler:- Physical moves:

Aftershock (Ground)
65/100/15
An attack move that inflicts double damage if used on a target that is switching out of battle.
* This is basically the same as Pursuit, but of Ground type. Higher base power is to compensate for the fact that there are so many Flying types and Levitators that it won't hit at all. Probably wouldn't be available on the more powerful Ground types, to avoid them being too overpowered.

Poison Arrow (Poison)
75/90/10/40
The user fires a dart tipped with a special poison. It may paralyze the target.
* Basically, the poison that this dart is tipped with is curare, which causes paralysis.

Snipe (Steel)
60/-/5/100
The user attacks last with a precise shot. In return, the shot is guaranteed to hit a weak point.
* This move always causes a critical hit, but will always move last - even after the attack step of Focus Punch.

Power Tap (Electric)
75/100/10
The user taps into the target's inner energy. The user's HP is restored by half the damage taken by the target.
* This is like Horn Leech, but with Electric typing. Could perhaps also restore HP by full damage taken by the target if the target is Electric type?

Geyser (Water)
110/70/5/30
A blast of superheated water is fired up at the target from deep underground. It may also leave the target with a burn.
* This goes in the same category as moves like Thunder, Blizzard, and Hurricane.

Parboil (Fire)
70/100/20/10
The user rapidly heats the target. This may also burn the target. This move is super effective on Water types.
* Yep, it's like Freeze Dry for Fire types.

Silence (Dark)
50/100/10
With a precise slap, the user ensures the silence of the target.
* This move prevents the target from using sound-based moves for the remainder of their time in battle (switching out resets it).

Cleanse (Water)
60/100/10
The user flushes the target with a harsh spray of cleansing water. The user and the target are both cleansed of poison.
* This move is super-effective against Poison types, and cures Poison status in both the user and the target.

Tsunami (Water)
-/30/5
The target is attacked with a huge wall of water. The target instantly faints if it hits.
* This is a new OHKO move, works the same, fundamentally, as Sheer Cold.

First Impression (Psychic)
40/100/10/100
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
* It's Fake Out for Psychic types. Where Fake Out fails against Ghosts, First Impression fails against Dark types.

Undertow (Water)
60/90/10
A strong undercurrent pulls the target out of battle and drags out another Pokémon in its party. In the wild, the battle ends.
* Obviously, a new move similar to Circle Throw and Dragon Tail.

Barrel Roll (Flying)
40/100/20
The user does a barrel roll and goes in for the attack. The user avoids the target's contact moves.
* This move is an interesting one. By attacking with a Barrel Roll manoeuvre, the pokemon avoids any contact move the target might attempt to throw at it. Doesn't avoid non-contact moves.

Pounce (Normal)
120/-/5
A two-turn move. Winding up on the first turn, the user ensures it moves first on the second turn and always hits the target.
* The second turn on this move has increased priority, and will even hit Ghost types.

Cryokinesis (Ice)
70/100/20
The user draws the heat out of the target. This move is super effective on Fire types.
* This is another move like Freeze Dry and the above Parboil. This time, Fire types are hit for supereffective by an Ice attack.

Warm Welcome (Fire)
50/100/20
An attack move that inflicts double damage if used on a target that is switching into battle.
* Pursuit in reverse. Hits an incoming target for double damage. Slightly higher power to compensate for likely not knowing what is coming in.

Cold Shoulder (Ice)
120/100/10
A reckless, full-body shoulder attack for slamming into the target. It also damages the user by a fairly large amount, however.
* This is in the same category as moves like Brave Bird and Double-edge.

Last Stand (Rock)
140/100/5
This move can be used only after the user's allies have all fainted.
* Kind of like Last Resort, but more specialised. Cannot be used if any other pokemon on the team can battle.

Backflip (Fighting)
70/100/20
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
* Fighting Type equivalent of U-turn. Enough said?

Throwdown (Fighting)
70/100/20
The user leaps at the target, and throws them to the ground. This move is super effective on Flying types.
* Yet another equivalent of Freeze Dry, etc. Fighting types get a chance to get their own back against Flying types.

Mow Down (Grass)
70/100/20
The user swings sharpened leaves at the target. This move is super effective on Grass types.
* And another one. In this case, it's supereffective against its own type.

Acupuncture (Bug)
30/100/20
The user jabs the target with needles to interrupt the flow of energy.
* This works kind of like Acupressure in reverse. It's a weak attack, but it drops a random stat by 2 stages.

Ally Fling (Normal)
-/90/5
The user hurls its ally at the target. The more the ally outweighs the target, the greater the damage.
* Kind of like moves like Heat Crash, but only usable in double or triple battles, and using a partner instead of the user for the weight.

Stampede (Ground)
20/90/5
The user and its allies gather together and charge at the opposing pokemon. The more party Pokémon, the more powerful the attack.
* Has some resemblance to Beat Up, in that it depends on the number of pokemon on the team. Base Power is multiplied by the number of non-fainted pokemon on the team.

Shield Shove (Steel)
40/100/10
The user raises its shield and bashes the target with it. This move protects the user from physical attacks.
* Description is fairly obvious... but to be clear, it's not a priority move of any sort. User is protected from any Physical damage from any pokemon that moves after this move within the turn.

Magnet Punch (Steel)
70/100/20
The user magnetises a fist, and then throws it at the target. This move is super effective on Steel types.
* Yet another one. The magnetisation ensures super effective damage on Steel types.

Stone Power (Rock*)
120/100/5
The user draws power from a held stone and blasts the target with it. The stone's power fades after use.
* This move's type changes depending on the held item, but only works if the user is holding one of the stones. Basic elemental stones give Grass/Fire/Water/Electric. Moonstone does Fairy, Sunstone does Psychic, Shiny stone does Steel, Dawn stone does Bug, Dusk stone does Ghost, Float Stone does Flying, Hard Rock does Rock [does boost power of move, afterwards the Hard Rock's effect is lost], Oval Stone does Normal, Everstone does Ice. On use, the stone gets replaced by new item, Stone Dust, which is mostly there to take up a slot without being valuable or useful with Fling... But Recycle will restore it to its original Stone.

Resonate (Normal)
120/100/10
By vibrating its body to create a shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.
* Physical, Normal type version of Synchronoise.

Spoiler:- Special moves:

Shatter (Fighting)
70/100/10
The user shouts with so much force that it shatters ice. All frozen pokemon on the field are defrosted.
* As the description says, frozen pokemon get defrosted. It's a sound-based attack, and does double damage to the targetted pokemon if it's frozen.

Comet (Rock)
85/100/15
A comet hurtles down and crashes into the opposing team.
* Hits both pokemon in a double battle. In a triple battle, hits the central pokemon with the same power as it would in a double battle, while the two side pokemon are hit for half of that, each.

Syphon (Water)
75/100/10
The user draws water and life from the target. The user's HP is restored by half the damage taken by the target.
* Like Giga Drain, but Water type.

Boil (Fire)
50/100/20
The user creates a superheated environment, heating the target to extreme levels. Power is doubled in the Rain.
* Basically, this is a move that has altered behaviour in a weather condition - in Rain, rather than halving the Fire type attack, it actually doubles it.

Delude (Ghost)
110/70/5/30
A ghastly apparition is summoned to strike the opposing team. It may also confuse them.
* A Ghost type variant of Hurricane, Thunder, etc.

Brood (Dark)
60/-/10
The user's anger is unleashed in a sudden burst at the target. This attack will not miss. Power is boosted if the user is confused.
* This is a move that comes with a high-risk, high-reward option. If the user is confused, attack power is doubled... but it doesn't bypass the confusion check, so while it might hit with base power 120, the pokemon also might just hit itself.

Reverberate (Normal)
70/100/10
The user manipulates vibrations to strike at the target.
* This move has its power doubled if used after a Ground type attack or a Sound-based attack. The idea is that it uses the vibrations of the earth or air to hit the foe, so it's more powerful when it has more vibrations to work with. Obviously, it's also sound-based.

Defrost (Fire)
40/100/10
The user releases a pulse of heat that hits all other pokemon on the field. Any frozen pokemon will be thawed.
* The defrost effect even applies to any pokemon in either party, irrespective of whether they're in battle at the time.

Brainfreeze (Psychic)
75/100/10/20
The user sends cold and bitter thoughts to the target. It may also freeze them.
* I thought it might be fun to have a move that could cause Freeze without being connected to Ice either directly (type) or indirectly (Tri-Attack is supposed to be a combination of three types).

Irradiate (Electric)
50/100/20/30
The user unleashes a burst of radiation at the opposing team. It may also poison those hit.
* You probably notice that I'm enjoying having status effects triggered by types other than the usual ones.

Shock Lance (Steel)
70/100/10
The user charges up a steel lance, and jabs the target with it.
* This move does Electric type damage (basically, Steel type for STAB, Electric type for effectiveness).

Inner Power (Normal*)
35/90/10
Utilising its own inner nature, the user strikes twice at the target.
* This move strikes twice, with the first strike having the same type as the first type of the user, and the second strike either repeating the same type as the first attack (pure-type pokemon) or having the same type as the second type of the user. So a Poison/Flying pokemon would hit first with Poison type, then with Flying type. A Water type would strike twice with Water, and a Flying/Poison type would first hit with Flying, then with Poison. Order could matter in some cases. Does not change a Protean pokemon's types if it has two types. Color Change changes with each strike, so a Ghost/Dark would fail to hit with the first hit against a Normal type, whereas a Dark/Ghost would hit and turn it Dark, then hit with Ghost (it would then turn to Ghost type).

Astral Punch (Psychic)
50/100/10
The user strikes at the target's mind with great force. This move is super effective on Dark types.
* This is a fun one - a Psychic type attack that is super effective against Dark types. Also boosted by Iron Fist, as it is a Punch move.

Saltwater (Water)
40/100/10
The user sends a blast of salty water at the opposing team. This move is super effective on Steel and Electric types.
* Getting even more insane with the modified effectiveness. Steel types are rusted, Electric types are basically grounded by salt water.

Overcharge (Electric)
130/90/5
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat.
* Just like Overheat, but for Electric type.

Mindsear (Psychic)
60/100/15
The user sends a mental firestorm at the target. This move is Psychic and Fire type simultaneously.
* Like Flying Press, it has a combination of types. Fire, Water, and Psychic types resist, Dark types immune, supereffective against Grass, Ice, Fighting, Poison, and Bug types.

Acid Wash (Poison)
50/100/10
The user floods the target with acid. This move is super effective on Steel types.
* Like the above Astral Punch, it replaces an immunity with a weakness.

Caustic Soda (Poison)
80/100/10/10
The user emits an abrasive liquid at the target. This may also burn the target.
* I really do like screwing with the status afflictions.

Smother (Flying)
60/100/20
The user attempts to smother the target with feathers. This move is super effective on Fire types.
* And another modified effectiveness move. Like trying to put out a fire using a blanket.

Dragonfire (Dragon)
100/100/10
The user blasts a magical combination of fire breaths at the target. This move is Dragon and Fire types simultaneously.
* And another of these. Fire, Water, and Rock types resist, Fairy types immune, supereffective against Grass, Ice, and Bug types.

Gem Punch (Rock)
65/100/10/30
The user punches the target with the power of gemstones. It may also raise the user's Special Attack.
* This is another move boosted by Iron Fist.

NOTE: If anybody wishes to use these in a fan game, they have my permission to do so without attribution. This also goes for the real games, in the unlikely event that Game Freak read this post and decide they like some of the move ideas - they may use it freely without attribution.

I love these ideas for several reasons.
1. There are no existing Grass type birds and that bugs me. Leaves for feathers? C'mon! I like to think of Wecker to be a woodpecker trapped inside a log which is why it can't fly yet and then it blossoms into a falcon.
2. There are no elephant Pokemon larger than Donphan and that bugs me. Also, I have always looked at hippos, rhinos, and elephants as very similar animals. I like thinking that the round snout of the hippo can evolve into the horn on the rhino which can evolve into the tusks/ trunk on the elephant.
3. I love the Ice-Water-Fire/Ice evolution build-up. It's basically a line of sheep that develop control over their emotions/power. Colamb is just a little Ice type baby, Wheep is Water type because the Fire and Ice types inside it cancel each other out and it is "weeping" because it can't control it, and Tempram has finally gained the ability to control its power and balance it.

A fire/ice type would be awesome to see. I think I would probably like to see it have Flame Body or something as its' hidden ability for the starter one.

That could be cool. Maybe in reference to a "freezer burn" as well, haha. I just love the idea of starters with unique typings. Although there are a few (Torterra, Blaziken back in Gen 3, Empoleon, Charizard for the longest time outside of legendaries, etc), some are just kind of boring. I understand that some love the Johto starters most because they are single-typed, but I'm a big fan of cool typings, especially for a Pokemon I am most likely utilizing for an entire game.

A fire/ice type would be awesome to see. I think I would probably like to see it have Flame Body or something as its' hidden ability for the starter one.

I actually had a similar idea that I thought I'd mention - a Fire/Ice type Donkey pokemon... called Muelstrom. A play on Maelstrom and Mule. After all, Fire and Ice are the ultimate opposites, in a sense, and any pokemon with both types at once is going to have an element of chaos to its design, I'd think.

In fact, more generally, a few mule-based pokemon in a family would be interesting. For instance, in Brazilian folklore, there is apparently a story of a woman who, after doing various things to anger god, was cursed upon death to live as a ghostly headless mule that spews fire. Sounds perfect for a ghost/fire pokemon. And to make it work well, it needs a name coming from portuguese... so I'd suggest Donkabesa, which is a pun on Donkey and cabeça (pronounced "kabesa"), portuguese for "headless". The design would be a donkey (obviously) with a collar of fire (to invoke the "headless" part without making it gruesome), and probably a ghostly mane/tail. Perhaps always-female?

To link the two together? Another mule-based myth - this time, from Catalonia. "Muladona" (or "Donamula") is a myth about a creature that is part-woman, part-mule. Perfect as a pokemon that can evolve into both. Perhaps it could be a Normal type (yes, it's quite a dramatic change in typing on evolution... but nothing wrong with that), always-female, with a mule body and a face more like Jynx, Gardevoir/Gallade, or Meloetta rather than a mule-like face. For the name, Donnakey or something like it would work well.

Indeed, Muelstrom could be the male evolution, and Donkabesa the female evolution.

Let's finish the process - for abilities, I'd give Muelstrom Contrary and Defiant, to emphasise the nature, with the Hidden Ability of Dry Skin. I'd give Donkabesa Cursed Body and Filter, with the Hidden Ability of Solar Power. Not sure about Donnakey, though.

Giga Evolution

You think you've finally unleashed your Pokémon's full potential with Mega Evolution? Think again! Introducing Giga Evolution, the next level in evolution! So here's how this works: The stones (Sceptilite, Mewtwonite Y, Venusaurite, etc) still function the same. However, after your Pokémon has Mega Evolved, it will be able to Giga Evolve. Giga Evolutions have an additional +100 base stat points tacked onto the BST that the Mega had, and you can choose when you want to Giga Evolve your 'mon. Some Giga Evolutions would also have different abilities and/or type changes. For example, Giga Sceptile would have a BST of 730 and would be Grass/Dragon with the Protean ability.

You think you've finally unleashed your Pokémon's full potential with Mega Evolution? Think again! Introducing Giga Evolution, the next level in evolution! So here's how this works: The stones (Sceptilite, Mewtwonite Y, Venusaurite, etc) still function the same. However, after your Pokémon has Mega Evolved, it will be able to Giga Evolve. Giga Evolutions have an additional +100 base stat points tacked onto the BST that the Mega had, and you can choose when you want to Giga Evolve your 'mon. Some Giga Evolutions would also have different abilities and/or type changes. For example, Giga Sceptile would have a BST of 730 and would be Grass/Dragon with the Protean ability.

*Giga Facepalm*

What would be the point? It does nothing that Mega Evolution can't do, all it does is further the power creep and imbalance things even further.

Originally Posted by LizardonX

Tabitha has really let himself go, just how many lava cookies did he eat in the last 11 years?

The Underground was a stand-out feature of the Sinnoh region. If we ever return to Sinnoh, I would like to see improvements made to the Underground, such as being able to interact with other players via Wi-Fi. There could also be a mechanic allowing you to unlock special digging spots with rare items and sphere vendors with rare decorations via StreetPass or Friends, Acquaintances, and Passersby.

I love these ideas for several reasons.
1. There are no existing Grass type birds and that bugs me. Leaves for feathers? C'mon! I like to think of Wecker to be a woodpecker trapped inside a log which is why it can't fly yet and then it blossoms into a falcon.
2. There are no elephant Pokemon larger than Donphan and that bugs me. Also, I have always looked at hippos, rhinos, and elephants as very similar animals. I like thinking that the round snout of the hippo can evolve into the horn on the rhino which can evolve into the tusks/ trunk on the elephant.
3. I love the Ice-Water-Fire/Ice evolution build-up. It's basically a line of sheep that develop control over their emotions/power. Colamb is just a little Ice type baby, Wheep is Water type because the Fire and Ice types inside it cancel each other out and it is "weeping" because it can't control it, and Tempram has finally gained the ability to control its power and balance it.

I thought of something similar, but for Steel > Ice > Ground.

There are quite a bit of usable sets, which makes me surprised at how long they've used the same one. Here's a small list of some other possible sets.

Ditch OR/AS and replace them with Delta Emerald instead. Give Flygon, Milotic, Dragonite, Johto starters and sinnoh starters mega evolutions. Diamond/Pearl remakes with Platinum's story and the post game with feature Arceus. Have at least 100 new pokemon in each generation instead of 72 like gen 6.